-
Posts
272 -
Joined
-
Last visited
-
Days Won
2
Everything posted by Tzefira
-
I was suggesting running as administrator as a troubleshooting tool, as I have no idea whether or not Gilgamesh has a permissions issue. I'm not telling them to run it that way permanently. I rescind the suggestion. As fr where MO is installed -- I had gone by GamerPoets and that's wrong, good to know. Can MO be safely moved somehow or would I have to do an entire re-install from scratch?
-
Seems I opened a can of worms, lol. But as I said --> GP's tutorial is how I learned it and how (perhaps stubbornly) I've always done it. Not saying I'm right in doing so but I've linked the vid to where it shows his file structure, and that's how mine looks as well. I think perhaps what Fore is saying is that FNIS has to be run from within SSE's file structure somewhere (at least, that's how I interpret that response). If literally everyone else using this guide has been putting MO outside of SSE directory and still gotten FNIS to work as an .exe from within MO then I honestly don't know what's wrong.
-
Heya berndaroy. When I first started using MO I followed GamerPoets tutorial, which places MO inside the game folder, and I've been doing it that way ever since. I probably should set up a separate drive one of these days, I just never have. I accept all responsibility for SNAFUs that arise because of it, but it's worked for me so far.
-
OHHH wait wait hold the phone. We're not the same. You have MO running out of your common folder. My binary is: C:\Games\Steam\steamapps\common\Skyrim Special Edition\Mod Organizer 2 (Standalone Version)-6194-2-1-1\mods\Fores New Idles in Skyrim SE - FNIS SE\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe My MO runs within the SSE directory. Maybe that's it.
-
While we're ruminating on it here you might try posting on the FNIS nexus forum too. Edit after glancing at forum: Unless that's you who posted last night, lol. If not, someone with similar problem did, advice was to check that you've got SE version and not LE. Yours seems to be searching for 64bit properly though. When you're in MO and in the modify .exe window (the gears) what does FNIS have as paths for Binary and Start In?
-
Mine doesn't have all the lines yours did, not sure what setting in mine may be different? This is the output in its entirety (I have an additional animation pack for greatswords installed): FNIS Behavior V7.2 3/25/2018 3:08:58 PMSkyrim SE 64bit: 1.5.23.0 - C:\Games\Steam\steamapps\common\Skyrim Special Edition\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones)Patch: "SKELETON Arm Fix" Installing FNIS PCEA2Reading FNISCreatureVersion V7.0 ...Reading FNISBase V7.2 ...Reading FNIS_PCEA2 V7.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 557 alternate animations) ... All Anim Lists scanned. Generating Behavior Files...Alternate Animation mods: 1 sets: 29 total groups: 59 added file slots: 974 alternate files: 557 Create Creature Behaviors ... 557 animations for 3 mods successfully included (character)
-
I've never installed FNIS manually so I can't advise as to whether it'd help. Have you checked to make sure antivirus isn't silently wigging out on it? I haven't had that happen with FNIS but my antivirus doesn't like DynDolod, and every time I update it'll try to stop it from running until I set it to ignore again. (Also you're experienced so I don't mean to patronize you with this, but make sure FNIS is checked in left pane before running? Just one of those things that could happen ;) )
-
I just upgraded to ENB v0.330 and popped CK open to test. It boots and runs just fine (and loaded a plugin without issue) for me, so I'm not sure what your conflict may be. I literally just downloaded the new ENB series ten minutes ago, so maybe he made an adjustment between release and now? Try re-downloading, that's only suggestion I can give.
-
The guide is the install order yes, though if you're using MO it doesn't matter if you install something out of order as you can just drag and drop around in left pane to re-order. If using NMM then it's more critical to follow the order exactly as you go. Your choice when to merge plugins, as you go or at the end. Just watch for things with patches that aren't installed til later, as when running Merge Plugins it needs to have all masters of merged plugins loaded. Same with Loot, there are quite a few plugins with LOOT rules that reference something installed later on, so you may not be able to put those rules in as you go. Just be sure when you hit the end that all the rules compiled are in place.
-
Hmm. My FNIS says: skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones), and FNIS is reading PCEA2, CreatureVersion, and Base. When I added FNIS it was through data, same as these instructions, which it sounds like you were already doing originally. Have you tried re-installing XPMSE, PCEA2, and FNIS?
-
Figured it was just me I appreciate you testing it, sm0kem. I'll reinstall it on another profile perhaps and have a look at the logs, for science. I've not heard of this being a thing...and just tried loading CK myself, works fine (granted I'm still on ENB 0.327 as my preset author hasn't updated for 0.330 yet <-- scratch that just got updated woohoo!). Remove ENB until you're ready to test/play, perhaps?
-
Got an interesting issue with iNeed. I'm generally not one for needs mods but I decided to just mess around with it, so installed that plus its RWT and YOT patches into respective merges, re-ran patches and DynDolod, yadda yadda. I found that with iNeed running I was getting script lag in places I hadn't seen before. Most obvious was when using Ocato's Recital (auto-casts spells on you at the start of combat) from Apocalypse with Muffle and Stoneflesh; it would take about ten seconds after entering combat for Stoneflesh to proc, and nearly a full minute for Muffle to kick in. I'd be done with fights and strolling off down the road when Muffle finally showed up. Same with couple other triggers, like shrines -- they'd take 5-10 seconds to pop the effect and notifications after I activated them. When I removed iNeed all that stopped, and on a new game things were back to normal. I'm probably going to just leave it out as it's not particularly important for me, but I'm still somewhat curious if it's something I may have messed up. Anyone else had this happen?
-
Kind of a shot in the dark, but try opening up the NVIDIA Control panel --> Manage 3D settings --> click the 'Program Settings' tabs. Select Elder Scrolls V SE in the dropdown, then in 2. select "High-performance NVIDIA processor" to be sure you're forcing Skyrim to use NVIDIA and not your integrated card (if you have one). Then update your drivers to most recent and see if it still BSODs.
-
I assume you've tested on a new game, ie not one where you've been actively installing and uninstalling stuff. When I have a reproducible issue like that and the cause isn't obvious I always do the classic troubleshooting method. Disable the bottom half of my mods (including Bashed, zedit, FNIS, VIS, etc) and see if the issue's still there. If not, add back in half of the ones I disabled, check again. When the issue does appear, disable mods one by one til it stops again. With inventory being suss I'd probably start by trying a new game without VIS and VIS patch first. If no joy, I'd start process above.
-
And speaking of iAFT, I can't seem to get it to work on Toccata. The remote tweak options work, but I can't for the life of me get the iAFT dialogue options to show up on her. In classic it would tell me that a follower was now under AFT system and X slots were remaining; I'm not seeing that now (not sure if it just doesn't exist in SSE). I've tried recruiting through regular means, and force recruiting with the iAFT spell, neither gets the iAFT dialogue to appear. I had the same problem with EFF commands not showing up, and there a save/load would always kick it into showing up, but that fix doesn't work with iAFT. Not sure what's going on. Edit: Tried recruiting a random NPC and got this --> AFT Warning: TweakRecruitNeutral missing parameter (mod conflict?)